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Miscellaneous

Equipment Cost (City/Rural)
Air Bladder 1sp / 1sp
Bedroll 2sp / 1sp
Block and Tackle 2sp / 3sp
Book Blank 5sp / 10sp
Reading 10sp / 20sp
Spell 100sp / -
Caltrop 5bp / -
Candle 1bp / 1bp
Chain, per foot 1sp / 2sp
Chalk 1bp / 1bp
Clothing Poor 5sp / 2sp
Normal 20sp / 10sp
Extravagant 2gp+ / -
Winter Travel 2gp / 1gp
Cooking Pots 1sp / 5bp
Crampons 5sp / 5sp
Crowbar 2sp / 2sp
Drill 5sp / 5sp
Fishing Gear 1sp / 1sp
Flask of Lamp Oil 5bp / 5bp
Garlic 1bp / 1bp
Gem 5sp+ / 5sp+
Grappling Hook 5sp / 10sp
Holy Symbol Wood 1sp / 1bp
Steel 10sp / 10sp
Silver 25sp / 25sp
Holy Water 25sp / 25sp
Hourglass 100sp / -
Ink 1bp / 5bp
Instrument 1sp+ / 5sp+
Jewelry 10sp+ / 10sp+
Ladder, 10' 10sp / 7sp
Lantern 3sp / 5sp
Lard 1bp / 1bp
Equipment Cost (City/Rural)
Lock 7sp / 10sp
Mallet 3bp / 3bp
Manacles 10sp / 15sp
Map Local 5sp / 20sp
Kingdom 1gp / 3gp
Mirror Steel 1sp / 5sp
Glass 10sp / 15sp
Silver 30sp / -
Nails 1bp / 2bp
Paper 5bp / 5bp
Pick 6sp / 12sp
Pipe 1sp / 5cp
Pole, 10' 1sp / 5bp
Riding Gear 25sp / 10sp
Rope, 50' 3sp / 3sp
Scroll Case 1sp / 3sp
Shovel 3sp / 3sp
Soap 1bp / 1bp
Specialist's Tools 1gp / -
Spike Wooden 1bp / 1bp
Iron 3bp / 5bp
Spyglass 5gp / -
Tent Personal 5sp / 10sp
Regular 10sp / 20sp
Grand 25sp / -
Pavillion 50sp / -
Tinderbox 1sp / 5sp
Tobacco 1sp / 5bp
Torch 1bp / 1bp
Vial or Bottle 5bp / 7bp
Waterskin 1sp / 1sp
Whistle 1sp / 1sp
Wolfsbane 1sp / 1bp

Holy Water

Holy water can be sprinkled on an opponent within melee range, and the opponent will always be considered AC10 in this situation unless using actual armor and/or shield. This takes up both the attacker's hands and actions for the full Round.

Holy water, if in a glass container or flask, can be thrown with the same range modifiers as a rock. If it hits, it will only break and unleash the holy water 75% of the time. Otherwise it simply does the same damage as a thrown rock.

Holy water inflicts 1d8 damage against appropriate targets such as undead, summoned creatures, innately magical beings such as Elves, etc.

Oil and Fire

Lobbing flasks of flaming oil is a popular tactic of explorers. Here is how that works: The oil flask must be in hand, its lid or stopper removed, and a wick of some sort (usually a bit of cloth) already prepared and lit.

Lamp oil is not napalm. If a creature is subjected to ignited lamp oil, it will suffer 1d4 points of damage. If the damage roll is 4, then the victim must make a saving throw versus Breath Weapon or else suffer another 1d4 damage on his next action. If that roll is a 4 as well, then the victim becomes engulfed in flames.

A creature completely engulfed in fire is in trouble. The creature suffers 1d8 damage per Round until he either dies, or the fire is put out. Creatures who are alight usually react by immediately fleeing in search of water, or failing that, simply run aimlessly until collapsing.

Of course any fire has a chance to set alight wood structures or objects, not to mention material such as curtains, carpets, tapestries, etc.